# File: IA_Export_ModFile.txt
# Default Export Data Modification (EDM) file for Blender IA/IGS exporter Bigex
# 
# This default modify file is a good place to specify all global / general replacement instructions.
# This may be Shader names, Texture file specs, etc
# For the replacement expressions regarding a specific 3D model / igs file, you should use the
# modify file: "<Your_igs_export_file_name>_ModFile.txt"
#
# All replacement instructions found in both files will be applied on the export data which will
# be written into the igs/is file.
#
# Search ranges:
#   Search ranges are specified in square brackets. The opening bracket must be the first charachter
#   at the beginning of a new line.
#   e.g. [ObjectList:EntryName]
#   where ObjectList is the list which EntryName entries are searched through.
#   All replacement instructions after this replacement specifier until end of file or until the
#   next replacement specifier, are related to the object list and entry specified.
#
# Replacement instructions:
#   - the whole string from beginn of a line until the = will be used as search string
#   - the whole string from = until end of a line = will be used as replacement string
#   Only exceptions are:
#     - string with length of 0 (zero) will match everything. So be carefull.
#     - numbers or ranges in square brackets e.g. [99], [10-19], [n], [n-m] will be applied only
#       on the n-th, resp. n-th to m-th entry in the specified object list. (see examples below)
#
# Comments:
#   Each line staring with a # contains comments and will be ignored at execution time.
#
# Examples:
# ------------------------------------------------------------------------------
# Example 1:
# replaces the AnimationNode name for all AnimationNodes with the current
# name 'AN_Name1' to 'AN_Name2'
# ...
# [AnimationNodes:Name]
# AN_Name1=AN_Name2
# ...
#
# Example 2:
# sets the AnimationNode name for AnimationNode number 99 to 'AN_Name2' if the
# name is 'AN_Name1'
# ...
# [AnimationNodes:Name]
# [99]AN_Name1=AN_Name2
# ...
#
# Example 3:
# sets the AnimationNode name for AnimationNode number 99 to 'AN_Name2',
# regardless of what it is currently.
# ...
# [AnimationNodes:Name]
# [99]=AN_Name2
# ...
#
# Example 4:
# sets the Flags attribute of AnimationNode named 'AN_Name',
# to 32 regardless of what it is currently.
# ...
# [AnimationNodes:Flags]
# [AN_Name]=32
# ...
#
# Example 5:
# sets the X coordinate of the motion vector of frame 4 of MotionSet 88 to
# -12.34,regardless what it is currently.
# ...
# [IAfMotionSets:MotionVector4Frame004_X]
# [88]=-12.34
# ...
#
# Example 6:
# sets the X coordinate of the motion vector of frame 4 of MotionSet 88 to
# -12.34,if it is currently 56.78.
# ...
# [IAfMotionSets:MotionVector4Frame004_X]
# [88]56.78=-12.34
# ...
#
# Example 7:
# sets the Weights of the motion vector of frames 000 until 079 of MotionSet 66
# to 0.5,regardless what it is currently.
# ...
# [IAfMotionSets:MotionVector4Frame0[0-7][0-9]_Weight]
# [66]=0.5
# ...
#
# Example 8:
# sets the Weights of the motion vector of frames 030 until 079 of MotionSet 66
# to 0.333,if it is currently 1.0.
# ...
# [IAfMotionSets:MotionVector4Frame0[3-7][0-9]_Weight]
# [66]1.0=0.333
# ...
#
# Example 9:
# sets the d value from Quarternion of frames 100 until 199 of MotionSet 22
# to 0.98765543,if it is currently -1.0.
# ...
# [IAfMotionSets:MotionQuaternionFrame1[0-9][0-9]_d]
# [22]-1.0=0.98765543
# ...
#

